Gangrelrumbler
Arcane
- Joined
- Mar 28, 2014
- Messages
- 4,234
When it comes to fantasy RPGs with a class system I mostly agree, but I do think there should be a thief/rogue (a scouting/lockpicking/utility class, not the shitty "fighter but with light armor and faster" thing that pops up a lot). Mage and priest may also be fused into a single spellcasting class at game designer's discretion.
Rogues are the best choice for the third class because they compliment fighters and wizards the best. Combat/magic/stealth; melee, AoE, ranged attacks; gets a lot of HP, gets a lot of MP/spell uses, gets a lot of skill points; etc. They could get rebranded as experts and represent all characters that use their wit to get through encounters rather than strength and supernatural powers. Spies, acrobats, engineers, merchants and all that crap. I think that's what KoTOR did. I mean there's a reason (other than lack of creativity) that when devs boil-down classes to basics this is almost always what we get: Diablo 1, Dragon's Dogma, KoTOR, Dragon Age, Ultima in some way (where stats were boiled down to STR, IND and Dex representing core of each class), Lords Of Magic, Morrowind (the system is classless but you need to chose one of 3 specializations: combat, spells, stealth).
Rogues' biggest problem is that they are specialists at things that most often suck in video games. Range of bows is rarely utilized and their damage is abysmal compared to melee and spells. Stealth is often pointless or simply broken and unusable. You don't really need many skills since either most of them are useless or they're covered by various party members. I think fixing them would be making them into item using support class. You know medkits, grenades, bolas, nets and such. Sorta like Support from X-Com, Alchemists from FFT, Edgar from FF6.